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Carlo D'Eramo

Publications and source records attributed to Carlo D'Eramo.

At least 37 records · Page 2Linked to original sources

Augmented Bayesian Policy Search

Deterministic policies are often preferred over stochastic ones when implemented on physical systems. They can prevent erratic and harmful behaviors while being easier to implement and interpret. However, in practice, exploration is largely performed by stochastic policies. First-order Bayesian Optimization (BO) methods offer a principled way of performing exploration using deterministic policies. This is done through a learned probabilistic model of the objective function and its gradient. Nonetheless, such approaches treat policy search as a black-box problem, and thus, neglect the reinforcement learning nature of the problem. In this work, we leverage the performance difference lemma to introduce a novel mean function for the probabilistic model. This results in augmenting BO methods with the action-value function. Hence, we call our method Augmented Bayesian Search~(ABS). Interestingly, this new mean function enhances the posterior gradient with the deterministic policy gradient, effectively bridging the gap between BO and policy gradient methods. The resulting algorithm combines the convenience of the direct policy search with the scalability of reinforcement learning. We validate ABS on high-dimensional locomotion problems and demonstrate competitive performance compared to existing direct policy search schemes.

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Multi-Task Reinforcement Learning with Mixture of Orthogonal Experts

Multi-Task Reinforcement Learning (MTRL) tackles the long-standing problem of endowing agents with skills that generalize across a variety of problems. To this end, sharing representations plays a fundamental role in capturing both unique and common characteristics of the tasks. Tasks may exhibit similarities in terms of skills, objects, or physical properties while leveraging their representations eases the achievement of a universal policy. Nevertheless, the pursuit of learning a shared set of diverse representations is still an open challenge. In this paper, we introduce a novel approach for representation learning in MTRL that encapsulates common structures among the tasks using orthogonal representations to promote diversity. Our method, named Mixture Of Orthogonal Experts (MOORE), leverages a Gram-Schmidt process to shape a shared subspace of representations generated by a mixture of experts. When task-specific information is provided, MOORE generates relevant representations from this shared subspace. We assess the effectiveness of our approach on two MTRL benchmarks, namely MiniGrid and MetaWorld, showing that MOORE surpasses related baselines and establishes a new state-of-the-art result on MetaWorld.

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On the Benefit of Optimal Transport for Curriculum Reinforcement Learning

Curriculum reinforcement learning (CRL) allows solving complex tasks by generating a tailored sequence of learning tasks, starting from easy ones and subsequently increasing their difficulty. Although the potential of curricula in RL has been clearly shown in various works, it is less clear how to generate them for a given learning environment, resulting in various methods aiming to automate this task. In this work, we focus on framing curricula as interpolations between task distributions, which has previously been shown to be a viable approach to CRL. Identifying key issues of existing methods, we frame the generation of a curriculum as a constrained optimal transport problem between task distributions. Benchmarks show that this way of curriculum generation can improve upon existing CRL methods, yielding high performance in various tasks with different characteristics.

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Domain Randomization via Entropy Maximization

Varying dynamics parameters in simulation is a popular Domain Randomization (DR) approach for overcoming the reality gap in Reinforcement Learning (RL). Nevertheless, DR heavily hinges on the choice of the sampling distribution of the dynamics parameters, since high variability is crucial to regularize the agent's behavior but notoriously leads to overly conservative policies when randomizing excessively. In this paper, we propose a novel approach to address sim-to-real transfer, which automatically shapes dynamics distributions during training in simulation without requiring real-world data. We introduce DOmain RAndomization via Entropy MaximizatiON (DORAEMON), a constrained optimization problem that directly maximizes the entropy of the training distribution while retaining generalization capabilities. In achieving this, DORAEMON gradually increases the diversity of sampled dynamics parameters as long as the probability of success of the current policy is sufficiently high. We empirically validate the consistent benefits of DORAEMON in obtaining highly adaptive and generalizable policies, i.e. solving the task at hand across the widest range of dynamics parameters, as opposed to representative baselines from the DR literature. Notably, we also demonstrate the Sim2Real applicability of DORAEMON through its successful zero-shot transfer in a robotic manipulation setup under unknown real-world parameters.

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Parameterized Projected Bellman Operator

Approximate value iteration (AVI) is a family of algorithms for reinforcement learning (RL) that aims to obtain an approximation of the optimal value function. Generally, AVI algorithms implement an iterated procedure where each step consists of (i) an application of the Bellman operator and (ii) a projection step into a considered function space. Notoriously, the Bellman operator leverages transition samples, which strongly determine its behavior, as uninformative samples can result in negligible updates or long detours, whose detrimental effects are further exacerbated by the computationally intensive projection step. To address these issues, we propose a novel alternative approach based on learning an approximate version of the Bellman operator rather than estimating it through samples as in AVI approaches. This way, we are able to (i) generalize across transition samples and (ii) avoid the computationally intensive projection step. For this reason, we call our novel operator projected Bellman operator (PBO). We formulate an optimization problem to learn PBO for generic sequential decision-making problems, and we theoretically analyze its properties in two representative classes of RL problems. Furthermore, we theoretically study our approach under the lens of AVI and devise algorithmic implementations to learn PBO in offline and online settings by leveraging neural network parameterizations. Finally, we empirically showcase the benefits of PBO w.r.t. the regular Bellman operator on several RL problems.

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Contact Energy Based Hindsight Experience Prioritization

Multi-goal robot manipulation tasks with sparse rewards are difficult for reinforcement learning (RL) algorithms due to the inefficiency in collecting successful experiences. Recent algorithms such as Hindsight Experience Replay (HER) expedite learning by taking advantage of failed trajectories and replacing the desired goal with one of the achieved states so that any failed trajectory can be utilized as a contribution to learning. However, HER uniformly chooses failed trajectories, without taking into account which ones might be the most valuable for learning. In this paper, we address this problem and propose a novel approach Contact Energy Based Prioritization~(CEBP) to select the samples from the replay buffer based on rich information due to contact, leveraging the touch sensors in the gripper of the robot and object displacement. Our prioritization scheme favors sampling of contact-rich experiences, which are arguably the ones providing the largest amount of information. We evaluate our proposed approach on various sparse reward robotic tasks and compare them with the state-of-the-art methods. We show that our method surpasses or performs on par with those methods on robot manipulation tasks. Finally, we deploy the trained policy from our method to a real Franka robot for a pick-and-place task. We observe that the robot can solve the task successfully. The videos and code are publicly available at: https://erdiphd.github.io/HER_force

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Sharing Knowledge in Multi-Task Deep Reinforcement Learning

We study the benefit of sharing representations among tasks to enable the effective use of deep neural networks in Multi-Task Reinforcement Learning. We leverage the assumption that learning from different tasks, sharing common properties, is helpful to generalize the knowledge of them resulting in a more effective feature extraction compared to learning a single task. Intuitively, the resulting set of features offers performance benefits when used by Reinforcement Learning algorithms. We prove this by providing theoretical guarantees that highlight the conditions for which is convenient to share representations among tasks, extending the well-known finite-time bounds of Approximate Value-Iteration to the multi-task setting. In addition, we complement our analysis by proposing multi-task extensions of three Reinforcement Learning algorithms that we empirically evaluate on widely used Reinforcement Learning benchmarks showing significant improvements over the single-task counterparts in terms of sample efficiency and performance.

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Robust Adversarial Reinforcement Learning via Bounded Rationality Curricula

Robustness against adversarial attacks and distribution shifts is a long-standing goal of Reinforcement Learning (RL). To this end, Robust Adversarial Reinforcement Learning (RARL) trains a protagonist against destabilizing forces exercised by an adversary in a competitive zero-sum Markov game, whose optimal solution, i.e., rational strategy, corresponds to a Nash equilibrium. However, finding Nash equilibria requires facing complex saddle point optimization problems, which can be prohibitive to solve, especially for high-dimensional control. In this paper, we propose a novel approach for adversarial RL based on entropy regularization to ease the complexity of the saddle point optimization problem. We show that the solution of this entropy-regularized problem corresponds to a Quantal Response Equilibrium (QRE), a generalization of Nash equilibria that accounts for bounded rationality, i.e., agents sometimes play random actions instead of optimal ones. Crucially, the connection between the entropy-regularized objective and QRE enables free modulation of the rationality of the agents by simply tuning the temperature coefficient. We leverage this insight to propose our novel algorithm, Quantal Adversarial RL (QARL), which gradually increases the rationality of the adversary in a curriculum fashion until it is fully rational, easing the complexity of the optimization problem while retaining robustness. We provide extensive evidence of QARL outperforming RARL and recent baselines across several MuJoCo locomotion and navigation problems in overall performance and robustness.

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Monte-Carlo tree search with uncertainty propagation via optimal transport

This paper introduces a novel backup strategy for Monte-Carlo Tree Search (MCTS) designed for highly stochastic and partially observable Markov decision processes. We adopt a probabilistic approach, modeling both value and action-value nodes as Gaussian distributions. We introduce a novel backup operator that computes value nodes as the Wasserstein barycenter of their action-value children nodes; thus, propagating the uncertainty of the estimate across the tree to the root node. We study our novel backup operator when using a novel combination of $L^1$-Wasserstein barycenter with $α$-divergence, by drawing a notable connection to the generalized mean backup operator. We complement our probabilistic backup operator with two sampling strategies, based on optimistic selection and Thompson sampling, obtaining our Wasserstein MCTS algorithm. We provide theoretical guarantees of asymptotic convergence to the optimal policy, and an empirical evaluation on several stochastic and partially observable environments, where our approach outperforms well-known related baselines.

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Deep Reinforcement Learning with Weighted Q-Learning

Reinforcement learning algorithms based on Q-learning are driving Deep Reinforcement Learning (DRL) research towards solving complex problems and achieving super-human performance on many of them. Nevertheless, Q-Learning is known to be positively biased since it learns by using the maximum over noisy estimates of expected values. Systematic overestimation of the action values coupled with the inherently high variance of DRL methods can lead to incrementally accumulate errors, causing learning algorithms to diverge. Ideally, we would like DRL agents to take into account their own uncertainty about the optimality of each action, and be able to exploit it to make more informed estimations of the expected return. In this regard, Weighted Q-Learning (WQL) effectively reduces bias and shows remarkable results in stochastic environments. WQL uses a weighted sum of the estimated action values, where the weights correspond to the probability of each action value being the maximum; however, the computation of these probabilities is only practical in the tabular setting. In this work, we provide methodological advances to benefit from the WQL properties in DRL, by using neural networks trained with Dropout as an effective approximation of deep Gaussian processes. In particular, we adopt the Concrete Dropout variant to obtain calibrated estimates of epistemic uncertainty in DRL. The estimator, then, is obtained by taking several stochastic forward passes through the action-value network and computing the weights in a Monte Carlo fashion. Such weights are Bayesian estimates of the probability of each action value corresponding to the maximum w.r.t. a posterior probability distribution estimated by Dropout. We show how our novel Deep Weighted Q-Learning algorithm reduces the bias w.r.t. relevant baselines and provides empirical evidence of its advantages on representative benchmarks.

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Long-Term Visitation Value for Deep Exploration in Sparse Reward Reinforcement Learning

Reinforcement learning with sparse rewards is still an open challenge. Classic methods rely on getting feedback via extrinsic rewards to train the agent, and in situations where this occurs very rarely the agent learns slowly or cannot learn at all. Similarly, if the agent receives also rewards that create suboptimal modes of the objective function, it will likely prematurely stop exploring. More recent methods add auxiliary intrinsic rewards to encourage exploration. However, auxiliary rewards lead to a non-stationary target for the Q-function. In this paper, we present a novel approach that (1) plans exploration actions far into the future by using a long-term visitation count, and (2) decouples exploration and exploitation by learning a separate function assessing the exploration value of the actions. Contrary to existing methods which use models of reward and dynamics, our approach is off-policy and model-free. We further propose new tabular environments for benchmarking exploration in reinforcement learning. Empirical results on classic and novel benchmarks show that the proposed approach outperforms existing methods in environments with sparse rewards, especially in the presence of rewards that create suboptimal modes of the objective function. Results also suggest that our approach scales gracefully with the size of the environment. Source code is available at https://github.com/sparisi/visit-value-explore

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A Unified Perspective on Value Backup and Exploration in Monte-Carlo Tree Search

Monte-Carlo Tree Search (MCTS) is a class of methods for solving complex decision-making problems through the synergy of Monte-Carlo planning and Reinforcement Learning (RL). The highly combinatorial nature of the problems commonly addressed by MCTS requires the use of efficient exploration strategies for navigating the planning tree and quickly convergent value backup methods. These crucial problems are particularly evident in recent advances that combine MCTS with deep neural networks for function approximation. In this work, we propose two methods for improving the convergence rate and exploration based on a newly introduced backup operator and entropy regularization. We provide strong theoretical guarantees to bound convergence rate, approximation error, and regret of our methods. Moreover, we introduce a mathematical framework based on the use of the $α$-divergence for backup and exploration in MCTS. We show that this theoretical formulation unifies different approaches, including our newly introduced ones, under the same mathematical framework, allowing to obtain different methods by simply changing the value of $α$. In practice, our unified perspective offers a flexible way to balance between exploration and exploitation by tuning the single $α$ parameter according to the problem at hand. We validate our methods through a rigorous empirical study from basic toy problems to the complex Atari games, and including both MDP and POMDP problems.

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A Probabilistic Interpretation of Self-Paced Learning with Applications to Reinforcement Learning

Across machine learning, the use of curricula has shown strong empirical potential to improve learning from data by avoiding local optima of training objectives. For reinforcement learning (RL), curricula are especially interesting, as the underlying optimization has a strong tendency to get stuck in local optima due to the exploration-exploitation trade-off. Recently, a number of approaches for an automatic generation of curricula for RL have been shown to increase performance while requiring less expert knowledge compared to manually designed curricula. However, these approaches are seldomly investigated from a theoretical perspective, preventing a deeper understanding of their mechanics. In this paper, we present an approach for automated curriculum generation in RL with a clear theoretical underpinning. More precisely, we formalize the well-known self-paced learning paradigm as inducing a distribution over training tasks, which trades off between task complexity and the objective to match a desired task distribution. Experiments show that training on this induced distribution helps to avoid poor local optima across RL algorithms in different tasks with uninformative rewards and challenging exploration requirements.

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Composable Energy Policies for Reactive Motion Generation and Reinforcement Learning

Reactive motion generation problems are usually solved by computing actions as a sum of policies. However, these policies are independent of each other and thus, they can have conflicting behaviors when summing their contributions together. We introduce Composable Energy Policies (CEP), a novel framework for modular reactive motion generation. CEP computes the control action by optimization over the product of a set of stochastic policies. This product of policies will provide a high probability to those actions that satisfy all the components and low probability to the others. Optimizing over the product of the policies avoids the detrimental effect of conflicting behaviors between policies choosing an action that satisfies all the objectives. Besides, we show that CEP naturally adapts to the Reinforcement Learning problem allowing us to integrate, in a hierarchical fashion, any distribution as prior, from multimodal distributions to non-smooth distributions and learn a new policy given them.

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Model Predictive Actor-Critic: Accelerating Robot Skill Acquisition with Deep Reinforcement Learning

Substantial advancements to model-based reinforcement learning algorithms have been impeded by the model-bias induced by the collected data, which generally hurts performance. Meanwhile, their inherent sample efficiency warrants utility for most robot applications, limiting potential damage to the robot and its environment during training. Inspired by information theoretic model predictive control and advances in deep reinforcement learning, we introduce Model Predictive Actor-Critic (MoPAC), a hybrid model-based/model-free method that combines model predictive rollouts with policy optimization as to mitigate model bias. MoPAC leverages optimal trajectories to guide policy learning, but explores via its model-free method, allowing the algorithm to learn more expressive dynamics models. This combination guarantees optimal skill learning up to an approximation error and reduces necessary physical interaction with the environment, making it suitable for real-robot training. We provide extensive results showcasing how our proposed method generally outperforms current state-of-the-art and conclude by evaluating MoPAC for learning on a physical robotic hand performing valve rotation and finger gaiting--a task that requires grasping, manipulation, and then regrasping of an object.

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Convex Regularization in Monte-Carlo Tree Search

Monte-Carlo planning and Reinforcement Learning (RL) are essential to sequential decision making. The recent AlphaGo and AlphaZero algorithms have shown how to successfully combine these two paradigms in order to solve large scale sequential decision problems. These methodologies exploit a variant of the well-known UCT algorithm to trade off exploitation of good actions and exploration of unvisited states, but their empirical success comes at the cost of poor sample-efficiency and high computation time. In this paper, we overcome these limitations by considering convex regularization in Monte-Carlo Tree Search (MCTS), which has been successfully used in RL to efficiently drive exploration. First, we introduce a unifying theory on the use of generic convex regularizers in MCTS, deriving the regret analysis and providing guarantees of exponential convergence rate. Second, we exploit our theoretical framework to introduce novel regularized backup operators for MCTS, based on the relative entropy of the policy update, and on the Tsallis entropy of the policy. Finally, we empirically evaluate the proposed operators in AlphaGo and AlphaZero on problems of increasing dimensionality and branching factor, from a toy problem to several Atari games, showing their superiority w.r.t. representative baselines.

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Self-Paced Deep Reinforcement Learning

Curriculum reinforcement learning (CRL) improves the learning speed and stability of an agent by exposing it to a tailored series of tasks throughout learning. Despite empirical successes, an open question in CRL is how to automatically generate a curriculum for a given reinforcement learning (RL) agent, avoiding manual design. In this paper, we propose an answer by interpreting the curriculum generation as an inference problem, where distributions over tasks are progressively learned to approach the target task. This approach leads to an automatic curriculum generation, whose pace is controlled by the agent, with solid theoretical motivation and easily integrated with deep RL algorithms. In the conducted experiments, the curricula generated with the proposed algorithm significantly improve learning performance across several environments and deep RL algorithms, matching or outperforming state-of-the-art existing CRL algorithms.

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Generalized Mean Estimation in Monte-Carlo Tree Search

We consider Monte-Carlo Tree Search (MCTS) applied to Markov Decision Processes (MDPs) and Partially Observable MDPs (POMDPs), and the well-known Upper Confidence bound for Trees (UCT) algorithm. In UCT, a tree with nodes (states) and edges (actions) is incrementally built by the expansion of nodes, and the values of nodes are updated through a backup strategy based on the average value of child nodes. However, it has been shown that with enough samples the maximum operator yields more accurate node value estimates than averaging. Instead of settling for one of these value estimates, we go a step further proposing a novel backup strategy which uses the power mean operator, which computes a value between the average and maximum value. We call our new approach Power-UCT, and argue how the use of the power mean operator helps to speed up the learning in MCTS. We theoretically analyze our method providing guarantees of convergence to the optimum. Finally, we empirically demonstrate the effectiveness of our method in well-known MDP and POMDP benchmarks, showing significant improvement in performance and convergence speed w.r.t. state of the art algorithms.

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